attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; uniform highp mat4 qt_Matrix; uniform highp float bend; uniform highp float minimize; uniform highp float side; uniform highp float width; uniform highp float height; varying highp vec2 qt_TexCoord0; void main() { qt_TexCoord0 = qt_MultiTexCoord0; highp vec4 pos = qt_Vertex; pos.y = mix(qt_Vertex.y, height, minimize); highp float t = pos.y / height; t = (3. - 2. * t) * t * t; pos.x = mix(qt_Vertex.x, side * width, t * bend); gl_Position = qt_Matrix * pos; }